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naut

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    nauticall

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  1. Lore Impact (Small/Medium/Large): Medium to Medium Large-ish - Not exactly world-changing, but significant enough to affect a big, big origin. Team Purview: Loremasters Short Description: The Mendell City Rework is a comprehensive from-the-ground-up reimagining of Mendell City with the aim of making the city feel lived-in, real, and cosmopolitan. Currently the city gets far too little writing for how significant and influential it is as a setting, and I figured that making the city feel like its own, crazy thing with rich culture and a more proper personality than "This part is great, this part sucks" would go a long way in making it feel lived-in and not just a static element. The rewrite frames Mendell as this fusion of New York, Seoul, Shanghai, Delhi, Manila and Tokyo: cosmopolitan, grungy, capitalist, extremely populous and highly stratified, but alive, trudging along and making light out of bleak situations. How will this be reflected on-ship?: Characters originating from Mendell City (a lot more than you'd think) would have a lot more flavor to choose from regarding the city, what parts their from, and what kind of culture their home district(s) of choice might reflect in their mannerisms and overall view of the city, as well as giving a fair few talking points and solidarity of Does this addition do anything not achieved by what already exists?: I'd say so. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team?: Yep. Long Description: https://docs.google.com/document/d/1bC5KilG2eWaDrVJo56EWHhy1mvg4sQk0rv6v6WKSIPc/edit?usp=sharing
  2. Righto! Here's the stuff I got for you: 1/1. Ultimately I do think it’s a good enough way for a lore to be run. Not perfect (see below), but arguably for what it does and accomplishes on a regular basis I think the manpower and hierarchy is a good mix of both authority-centric hierarchy and unbloated bureaucracy. Some projects have shown me that having way too many ranks and superiors does a lot more harm than good, especially in these non-profit passion works, and that keeping everything relatively flat helps make sure people both know who to go to and prevent people from overriding each other willy-nilly. Too many people in positions of power especially in creative areas creates this sort of jockeying where everyone wants to push their own vision of something and nobody can really agree on what it is in the end. 1/2. Now as a disclaimer I don’t know the behind-the-scenes workings of lore, so forgive me if I’m hitting a target that’s already been shot at. But I think if I had to revise the structure it would be more minor revisions than a total overhaul. Some concepts: Committees: Shared temporary lore team committees would focus on multi-branch projects like arcs, cosmopolitan polities, and NBT2 storybuilding overall. Each Committee would be headed by a Chair (selected by the loremasters) who coordinates all the stuff relating to the arc in particular without needing micromanagement from the loremasters (this lets a particular visionary get their idea through without needing to jockey for it in the process). Once an arc or project is completed, the Committee is dissolved, archived, or put into stasis until the next time it’s relevant. Development liaisons: Since we know the lore and dev teams are gonna be working together very heavily on NBT2, besides integrating devs and lore to be able to see the same spaces (which is an option), I’d suggest having official developer liaisons who are trusted members of the dev team that the lore team trusts to help coordinate projects between the development and lore sides. Egalitarian “human lore”: This probably might be controversial but, bear with me. To my understanding, human lore has easily the most impactful and player-facing lore of any team by virtue of them controlling the largest origins influence-wise (Xanu, Dominia, Sol, Biesel, Coalition, etc). I do think that this could stand to be divided a bit more evenly among the rest of the lore team so as not to make one team disproportionately powerful. Now I’m not saying abolish Human Lore as a department as much as open up some aspects of it to the entire lore team, as a shared undertaking (Human Lore would still have authority). If it’s already a thing, I would make it official. 2/1. CCIA was admittedly pretty draining by how creatively stonewalled it was and how it felt a lot like just a regular government bureaucracy job but done in addition to my regular studies. I think I’ll be able to “stick it out” for this one a lot more since lore writing’s a lot more creatively stimulating - sure, there’ll be burnout and creative block, but it’s a lot more manageable and recoverable than thinking you’re not doing anything meaningful at all. 2/2. I’d say I’m assertive and opinionated but cooperative. I do like to voice my opinion on things and defend my position, but I rarely pick hills to die on and will give way to well-structured arguments and counters, and generally speaking defer a lot to higher-ups for stuff like major changes if I’m required (but I’ll happily take initiative if I’m told to do so). 3/1. The primary kind of “tone” I’m talking about really is the sort of setting tone rather than writing tone, to be clear - the matter of how articles are written and stuff is mostly just semantics. For setting tone, I think what I’d do is sort of establish anchor points in what lines to not cross, for example: “No absolute morally bankrupt factions”, “No perfect states”, “No species abilities without tradeoffs”, etc etc (these are just examples, not actual agenda). Then help cement that through a Primer written by the loremaster team (with possible help/peer review of the writers) that showcases the state of things and, importantly, compares and contrasts the differences between NBT2 lore and the known baseline of modern Aurora lore, so that writers have a baseline to work off of. Regarding the fact that tone depends on if the rest of the writers agree, I agree on that sentiment too, which is why I think this needs to be a collaborative process. Ideally we could hammer this down in a meeting or big collaboration where we get together and nail down the specifics of such a Primer and its components so that we’d all be on the same page and nobody is (entirely) being pulled against the current here. 3/2. It’s tough to guarantee this because everyone coming into a new position has their own agenda and it’s practically guaranteed that people will enact massive changes if left to their own devices and in a position of authority. The biggest thing I think that could be used would be momentum - making it so the ball is already rolling so hard in a particular direction that it would take a lot more effort to stop it than to simply adjust course or keep it going along its path. Momentum would be used both OOC, in terms of projects and creative momentum where people are already working on stuff they want to do, while IC developments, gossip and lore-based character arcs help stymie directional changes from going too far off-course without repercussions and big cleanups. 3/3. It’s not that the politics I think are bad, per se, it’s not a critique of the lore team’s handling of the politics as much as it is yet another symptom of old lore’s roots seeping up to modern events. While a lot of the newer polities are really cool and compelling (especially in their modern variants), I do think ultimately origins like Sol and Biesel are just so static and archaic in how they're portrayed that it's tough to have any meaningful politicizing going on with them. Sol in its current state is a black box for most of the Spur, which is rather bewildering considering it's supposed to be the cradle of humanity and the 1st/2nd most populous human nation in the Spur. Biesel, meanwhile, is a corporatocracy that is also not a corporatocracy, and I think the inconsistency here heavily affects the worldbuilding avenues that can be explored regarding how the government proper handles things. If anything I would also like to have the politics have more direct impacts on what the NBT2/Anabasis ship would be able to do, like for example directly affecting the ship’s own relations with government or corporate entities as well as physically changing what’s available. Warp Lane 7’s scarcity effects in game was a good trailblazing example on how I think this should be done - except this time with politics instead of just physical scenarios. For example, posters might change, regulations might update, and consular positions might dynamically change based on ongoing developments. 3/4. This is partially a development thing but I’m thinking of overhauling the origin selection GUI to be more streamlined to accommodate this. Basically when selecting a character’s origin there’d be a menu to preview all the origins (instead of the clunky click-click thing we have now) that’d give a lot more space for the origin’s description. While I don’t intend to fit the entire wiki into something the idea is to show a compacted, almost traveler’s guide-esque sparknotes of an origin, with many essentials sorted into bullet points. Take for example Assunzione; the bullet lists would look something like this. Characters follow naming conventions and appearances consistent with that of the Mediterranean regions (countries touching the Mediterranean sea), most commonly Italian, Spanish, Greek, and Northern African. Characters follow Luceism, a religion worshipping light after the mysterious and cataclysmic death of their own star. Characters often have a spiritual fear of the dark. Characters are more likely to be scientifically-minded. Other origin categories like citizenship and even wealth class could benefit from these kinds of blurbs, with wealth in particular showcasing what, for example, “Impoverished” actually buys you and some example scenarios of what might lead a character to become part of that class. As for the writing: I’d generally leave it up to the writers to summarize it, but have revisions done by the loremaster team.
  3. CKey: Nauticall Discord: @nauticall How long have you been playing Aurora?: About 2 years or so now, since 2023. Deputy Loremaster Application --- 1) What do you believe you can bring to the team as Deputy Loremaster? I do believe as DLM I have a lot of creative ideas on how to make the setting more immersive, believable and also put the “science” in sci-fi. I like to think I have good direction in terms of crafting a compelling setting and I think I would be able to effectively help manage direction and tonality. I’m also a contributor to NBT2/Anabasis and have a good understanding of the general tone and details pitched for the new setting, and I believe I can help significantly in achieving that through lore. 2) Do you have any experience managing a Team? The duties of a Deputy Loremaster often revolve around being a Project Lead, not necessarily just writing. This is especially true going forward. I have extensive experience managing teams; I headed small game studio projects in the past as well as whitelist councils and am also helping build a setting in another project from the ground up. I know how to delegate, check in, hold meetings and take notes, and while I admit I might flounder in grand agenda sometimes, I do work best in middle management under a superior, which is why I think being a deputy suits me. 3) Aurora is starting development of NBT2, and as Deputy Loremaster, you will be heavily involved at a high level in this - what do you believe fundamentally needs fixing from a lore perspective that can be accomplished with NBT2? First up: tonality and tone consistency. Aurora’s setting right now, though diverse and detailed, struggles immensely in conveying what exactly the general tone of the setting actually is. I want to stress that it’s no fault of the current writers as much as it’s just a relic of how layered current lore is on top of shaky foundations of old lore including questionable bits of history and changes in direction. As a result of it though, players can’t really decide how dystopian/utopian/dark/light the setting is, and subsequently default to this sort of “the SCC is Walmart in space” kind of flat tone that works for being inoffensive, but ends up being bland. Second I think is the head-scratching politics that Aurora’s nations often contend with. (Fictional) politics is something I find really juicy and really appreciate in settings that take care to make their power struggles and plays stand out as key factors in the setting, and while current Aurora lore tries to do this too, they struggle with falling flat. Again, not the fault of the lore team, but I do think it could stand to have a major overhaul in NBT2. Last would likely be the sort of “foundation” the player can go off of to build a character. The current process of building a character for Aurora is generally speaking to pick an origin and then do a small encyclopedia’s worth of reading (exaggerated, but the point stands) to catch up on lore and nuance and everything there is to know about the character to not make them out of place. I would like to help streamline this significantly, with one of my ideas being to compress origin backgrounds into little digestible blurbs, more so than what we have now, that help distill everything there is to know about a particular origin/background/species without needing to do research on the wiki. I think it’d help a lot in reducing tedium and lowering the already-astronomical ceiling new Aurora players experience when trying to head into the game. 4) On the other hand - what do you believe is the strongest point of our lore currently? I love the detail and just the sheer variety Aurora lore has to offer to people. There’s all sorts of origins and species and flavors that really can take characters in almost any direction without hard-locking you into a specific trope or character-ism. Things like being an imperial noble, or a free robot, or a freedom fighter, or space pirate, or alien warrior, all of which can coexist in a single setting by how diverse the setting is. And I like that no origin truly appears shallow - there's enough heart and soul poured into each corner to make a lot of origins feel unique and alive (even if detail might be lacking in some more granular areas). 5) Furthermore, regarding NBT2, give a general description of how you think the logistics of such a massive rework should be done - I.E, what should be decided on and written first, and then what should follow? In general, no more than a paragraph. I think we should do this in progressively smaller chunks. From my experience, working with building a setting like this often involves tackling the big arching themes and tones first, like the overall state of affairs, politics, major players, economics, etc (the “why’s” if you will), and then sort of breaking it up into smaller more detail-oriented chunks, like the who’s and the how’s and the where’s. To be more specific I’d first go for the tone first, then the economics, then “how things are different from current Aurora lore (2460s)”, and then increment from there until we have the whole thing lined up. 6) What timezone are you normally awake during? UTC+08:00 (13 hrs opposite of EST). Common overlap times are 8PM-3AM EST and 6AM-12PM EST.
  4. There's one of two ways an IPC can learn a skill: either through accrued knowledge or a datapack. Datapacks are the most direct way for an IPC to learn something, like for example work theory, languages, skills, etc, but this only imparts the "theory" and doesn't really go into depth of practical experience, which the IPC must learn themselves through standard education or training. This loops into the second method of accrued knowledge, where an IPC, either spurred by theory from a datapack or from raw experience, can learn a skill similar to a human, by either being educated on the topic the old-fashioned way (whether that be via teaching or apprenticeship) or just basic knowledge and techniques. IPC treatment varies sharply by planet and nation. Besides some havens like Konyang, most locations in the Orion Spur discriminate against IPCs to varying degrees. Even more "liberal" places like Tau Ceti often treat IPCs as second-class citizens at best and chattel at worst, finding them often expendable or annoying. Even the law accommodates for this with IPCs being regarded legally as property unless they're self-owned, and even then, life is hardly easy for them. Some planets like Burzsia treat IPCs identically to regular, dumb machinery, frequently pushing them to the breaking point and then wiping them routinely to prevent any kind of feelings or sympathies from developing. Pascal did face a lot of discrimination initially, yes; a lot of Alaena's patrons were initially reluctant about the idea of a robot staffing the bar, let alone talking to them about philosophy. However, for the reasons aforementioned in the story, many slowly warmed up to it, hence the "trusted advisor." Now, to be clear, this didn't apply universally - Alaena had other human bartenders working the counter as well, and a few patrons still opted to stay well away from Pascal, often mistrusting it for varying reasons. The discrimination was a lot less physical - most of the patrons were wealthy after all, and decorum obviously stood in the way of raising fists - but the tension never really quite went away, especially on a place like Silversun. It'd be a lie to say Pascal's early life was "interesting." Most of its routine while employed at Alaena would be to walk 15 minutes per direction from its domicile to Alaena to see the bar's opening from 9 AM to 2 AM the next day. While the graveyard-shift walks in the middle of the night were particularly dangerous, sticking to the Boardwalk let it stay mostly out of trouble for most of its career on Silversun. As Pascal grew older, though, it began to seek a fair bit of recreation from across the place. While most of Silversun's activities were restricted to deep-pocketed human tourists (Pascal was neither), it would frequent a lot of IPC dive spots in the middle of the night around the basements of Helios, often sticking to the "safer" (relatively speaking) ones frequented by other Idris units too. At these spots Pascal picked up on philosophy and reading, even picking up on painting as a hobby. Pascal would over time acquire canvas and paints in its domicile that it would slowly work out its skills with. At first the work was soulless: crisp stills of the Grand Boardwalk and other places of Helios City and Silversun were among the first works. Over time, though, it grew to put more expression into the paintings and branched into different genres too, including abstract and introspective works, before eventually covering the walls with paintings. Initially throwing the ones it didn't like away, Pascal would later be given permission to have some of the paintings framed and rotated in Alaena, though under the condition that it not be disclosed that Pascal made them, as it would disturb some of the regular patrons there. It wouldn't be until Pascal left Alaena that it was disclosed the paintings were made by it. Pascal also kept a series of journals it would frequently write in, regarding the state of its life, the galaxy, and politics; it was an avid insider to the state of galactic affairs from the gossip and talks inside the bar, and would gradually use both the journals and its own reasonings to debate earnestly with some of the more introspective patrons of Alaena on topics like politics, though obviously only when it was appreciated or specifically asked of it to do so. The thirty-plus years of life Pascal has had has certainly given it a very deep, detailed worldview, one that it used to its advantage during its waning years on Alaena and uses for newfound hobbies like writing or even painting. It likes to think of itself as "wise" as a result, even though it knows the label is rather self-serving for "only" having lived 30 years.
  5. BYOND Ckey: Nauticall Discord username: @nauticall Character names: Leslie Asoya Alessia Marino Seoyeon Park Species you are applying to play: IPC ------------------------------ General Whitelist Requirements What colour do you plan on making your first alien character?: N/A Have you read the lore pages for the species you wish to be whitelisted for?: Yes Why do you wish to play this species?: I’ve loved playing as robots in other games and media; they have interesting perspectives from a philosophical perspective especially that differ from humans, and there’s a lot of opportunities to play out different dynamics, stories and beats including personhood, “realness”, and life’s purpose. It’s also always engaging to try engaging in the mindset of a robot, thinking rationally (or irrationally in some cases) to things and how to go about it. What makes role-playing this species different than role-playing a human?: The most obvious difference between an IPC and a human is that an IPC is not human, no matter how much one might try to emulate the latter. The way they process risk, make calculations, see the world and even form relationships is done in a completely foreign way to humans owing to the different workings of their brain. Everything is either logical or random, with no hormones, overwhelming emotions or gut feelings to influence their judgment. However, a lot of their drives, often eccentric, hinge on their directive for self-preservation, influencing both their risk tolerance as well as their outlook on life later on. IPCs also benefit from learning through datapacks and preprogramming instead of the traditional education/training gauntlets organics often have to go through before being able to work; this lets them often enter work fields immediately after creation and continue doing so for as long as they’re allowed or capable. Their status as an indentured second-class people also makes their ambitions and goals significantly different from that of a human; as upward mobility can often be hard-limited to factors outside of one’s own control, “goals” may be a lot more simple in concept but more elaborate in execution; like working towards paying off one’s freedom, discovering enlightenment, escaping something, or simply making it to next year - because of their situations these often need a lot of careful planning and elaborate steps to avoid getting caught or being set back. ------------------------------ Character Application Character Name: Pascal Write a backstory for your character. This may include their origin, education, personality and how they arrived at the SCCV Horizon. Background On the Grand Boardwalk lining the coast of Helios City’s resort corridor on Silversun lay the Alaena Bar, six stories above the ground, and far away from any kind of hustle and bustle. Its door was made of wood, its signage nothing more than a simple board denoting its name and its location, and its outdoor menu crafted of chalk. Its entrance is overshadowed and dwarfed by its massive, bright neighbors, and this was very much by design. One would expect a bar in this prestigious of a location to be filled with cosmopolitan grandeur: glass chandeliers and RGB lighting fueling lively drinking contests and constant chatter. Instead, Alaena offers a different allure. Its modest size and unpretentious, contemporary decor belie its status as a haven for the truly elite, a sanctuary quietly marketed by Idris to those of status seeking a haven away from the perpetual whirlwind of the casinos and attractions lining the levels below; a passion project by the company’s more reserved officials and clients. Marketed by mouth as a "getaway from the chaos," it stands apart from the dive bars and cheap clubs peppering the coastline, attracting a clientele with discerning tastes and deep pockets. Its patrons were true aristocrats, often older, and with a longing to be treated like a person for once in their lives, rather than the walking wallets their colleagues often made them out to be. Alaena offered them such a chance. Behind the counter of Alaena stood a bartender named Pascal, a first generation Bishop frame IPC in white and gold, dressed in a three-piece suit, sporting a gold name tag symbolizing exemplary service. For the past three decades Pascal had engaged in many deep conversations that often propagated the bar, often diving into philosophy and life ambitions. On some days Pascal would assure a disillusioned politician, or challenge the worldview of a corporate executive. Unlike its contemporaries, Pascal did not bend the knee submissively to elite patrons, lending it initial ire from the higher-ups but eventually warming up to its down-to-earth treatment of customers. Pascal was always one for honesty. It would tell its opinions - of which it had many - and said them frankly, but did so in a respectful and humble manner. Whether it was advice, political debate, philosophy, literature, or science, no matter how complicated, Pascal had a way to join the conversation if invited and contribute. This made it a valuable advisor among the bar’s clients, one motivated by its job and not by the premises of wealth or reward. Pascal was one of the first synthetics to be deployed to Silversun. Initially assigned to a more prominent bar in Helios, a young and inexperienced Pascal and its three other Bishop frame coworkers faced rampant discrimination by both clients and even coworkers, driven by distrust and the fear that a robot was stealing their job. At one point it was even attacked by a drunk native patron at the bar, and another it was attacked and beaten in an alleyway while running errands. While Pascal recovered, it still holds memories of these incidents and, while it has taken more caution to draw less attention to itself, they’ve given it a sense of almost self-doubt and questioning that festers in the back of its mind, resurfacing occasionally during deep debates. In an effort to win over patrons while not attempting to show off and attract even more ire, Pascal would adopt a degree of formality and closeness with patrons, particularly regulars, to a degree that none of the other bartenders had quite matched yet. While it certainly was attractive, it wasn’t exactly awe-inspiring, and Pascal continued to mostly blend in as one of the robots behind the counter. After its talents were noticed by a touring Idris executive, Pascal’s abilities were made known to the company’s management on Silversun and, by personal request, it was quietly transferred over to the then-brand new Alaena Bar. Years passed, and while neither Pascal nor Alaena made it to worldwide renown, it became a quiet household name among its clientele. One day, however, Idris decided that Pascal was becoming too old to continue staffing Alaena, alongside geopolitical concerns, and decided to quietly move it away from the bar, much to the dismay of the bar’s remaining customers. Pascal eventually was reassigned to the SCCV Horizon, continuing to do its job in a quiet corner of a high-profile ship. There it continues serving the same combination it had done for decades: a cocktail, comfort, and a conversation. Personality “I do not like pretending to be something I am not.” Over the course of its over thirty years of existence, Pascal has developed a plethora of opinions and life experience, information accrued from its training and its decades of talking to all sorts of customers from behind the counter. Decades of working at Alaena has given Pascal a formal vocabulary that extends into its speech, even when off duty. It speaks in sophisticated yet nuanced language that is direct, but not robotic; formal, but not coldly so. Pascal additionally has conversational skills so adept and well-developed that it is only betrayed by its appearance as a robot, albeit one with a highly polished and clean chassis. This aspect of itself makes no attempt to hide, and although a younger Pascal may have tousled on occasion with the nature of its existence, it has since learned to accept its position and status as a mechanical being, and even embraces it, having a personal dislike for the pretend-rich nature of others. Self-ownership in particular is one aspect Pascal, almost uniquely among older IPCs, does not view as a positive thing, thinking of it as trading one series of problems for another. Pascal’s advanced age means it struggles to adapt to new trends, favoring “old fashioned” methods and ideologies that give others the perception that it can be out of touch. Despite this, it is continually reading to attempt to improve itself and research the ever-changing trends of today, although it reminisces about simpler times and misses when quality was favored over looks or flashiness. It also struggles with the idea of a looming “retirement” and, following its reassignment to a ship, is currently actively attempting to find other hobbies, of which include classics like painting, reading, and playing instruments, of which it is competent in several. How have the recent events of the Orion Spur impacted your character? Events such as the Phoron Scarcity, the Solarian Collapse or even the Invasions of Biesel for interstellar-wide affairs, while region-specific events such as the Peacekeeper Mandate, The Titan Rises or even Cold Dawn may impact your character. Throughout most of its life, Pascal was only lightly affected by geopolitical events, being largely insulated by Idris Incorporated’s business-as-usual approach on Silversun. However, the Solarian Collapse led to Idris shuffling around personnel significantly and huddling operations together in the wake of the crumbling infrastructure around them. Alaena would see fewer and fewer patrons in the wake of the event as elite patrons were less willing to pay a visit to the planet than before. 2466 saw a critical break in this threshold as Alaena lost more and more customers. Idris sought to replace Alaena's staff with a younger crew as a result, with Pascal itself being moved away from operations for a while. With too much goodwill to be simply retired on the spot, Pascal was relegated to the Horizon to both put employees to work and placate frustrated corporate officials who used to frequent Alaena. How does your character view the megacorporation they work for? Pascal is loyal to Idris Incorporated, even though it accrued enough wisdom to know that the corporation likely no longer returns the same sentiment to it. Pascal remains nostalgic of the “old” Idris that favored quality over flashy displays, yet still performs the work it does, with quality and attention, seemingly to remind people of the perceived “golden age” that Pascal and its employer had once worked for, believing the corporation’s commitment to quality, especially in its more elite circles, is something it has to uphold.
  6. Reporting Personnel: Alessia Marino Job Title of Reporting Personnel: Captain Game ID: cBe-aCCq Personnel Involved: Glen Traumer, Shaft Miner - Offender IRU-Malachite, Security Officer - Witness Zastria Brenghali, Security Officer - Witness Mira Tilton, Assistant (off-duty) - Witness Iphigenia Konstantinou, Lab Assistant - Victim Secondary Witnesses: The following personnel were investigators who were not primary witnesses but nonetheless involved in the investigation: Clark Coldsmith, Investigator IRU-Squire, Investigator The following witnessed the intoxication incident in the bar in various capacities: Ungnyeo, Bartender Frida Cross, Bartender Jennifer Volvalaad, Chaplain (Tribunalism) (off-duty) Brian Pinkman, Hangar Technician (off-duty) Time of Incident: approx. 04:30, 8/23/2467 (real time: approx. 1:30 AM EST 8/23/2025) Real Time: (Ex: 05:00GMT 3/24/25) Location of Incident: (location here) Nature of Incident: [ ] - Workplace Hazard [ X ] - Accident/Injury [ ] - Destruction of Property [ ] - Neglect of Duty [ X ] - Harassment [ X ] - Assault [ X ] - Misconduct [ X ] - Other: Possession & abuse of contraband. Overview of the Incident: Several incidents regarding Glen Traumer took place over the course of this shift alone. Incident #1. About 15 minutes after clocking in on shift, shaft miner Glen Traumer entered the kitchen for a meal. Upon doing so, sitting across from Dr. Jennifer Volvalaad, who was reading a Tribunalist Codex on the counter, he promptly took the book, said aloud, "Get this trash off the table," and tossed the book onto the ground. While Dr. Volvalaad was unfazed by the altercation, I felt it was a disturbing preview of what would happen afterward. - Incident #2 (PRIMARY). Several minutes later in the bar, Mr. Traumer entered the place, sat down, and ordered a vodka from the bartender on-shift, Ungnyeo. Upon receiving it, he then proceeded to down the entire thing in rapid succession, asked for another one, and then entered the bar lounge. Ms. Tilton entered shortly after him and found him not breathing with a pill bottle of Colorspace on the table. Ms. Tilton called for medical assistance, following which Dr. Volvalaad and IRU-Malachite came to perform CPR, which succeeded. While being transported out of the bar towards the medical bay by the on-duty medical drone, Mr. Traumer escaped the bed and returned to the bar to ask for more alcohol, which Ungnyeo declined him from having. Dr. Volvalaad informed me via PDA that the incident of him stopping breathing was likely due to him taking barbiturates as well as alcohol at the same time, causing him to enter respiratory arrest. At this moment I recalled seeing him attempt to (unsuccessfully) poach a pill bottle of Mortaphenyl to crewmembers, one of which was Ms. Tilton. His medical record states both that he is an opiate addict and is contraindicated to receiving mortaphenyl per medical orders; this made the Mortaphenyl on his person, as a result, contraband. Due to this, I filed a search warrant for possible contraband possession which the security officers on-shift attempted to execute. However, he was elusive, and was unable to be tracked down until Incident #3. - Incident #3. Iphigenia Konstantinou (listed in personnel involved as a victim), for reasons irrelevant to this incident report, voluntarily placed herself in a body bag. Mr. Traumer, upon finding said body bag, proceeded to drag her from the place she was found into the dining hall while she was still talking from inside the bag, before leaving the bag with security and walking away. The security team concluded this was a case of battery. At the same time, Ms. Tilton admitted to being offered (but rejecting) the illicit sale of Mortaphenyl to her. She offered to have her bag searched, but I declined to authorize it as we did not have sufficient probable cause. Instead, at security's recommendation, I upgraded and authorized Mr. Traumer's still-outstanding warrant to that of an arrest warrant under charges of Battery and Contraband possession. Around this time, I had to enter residential. Before leaving, I gave Officers Malachite and Brenghali guest passes into Operations/Mining to attempt to locate Mr. Traumer, and they alongside investigators Mr. Coldsmith and IRU-Squire were participating in the search to varying degrees; however, after some time searching, he fled to residential himself, and the search was called off. --- I would like to state for the record that the rate at which Mr. Traumer had been racking up incidents this shift paints a picture of a deeply unstable and confrontational crewmember who cannot be trusted to remain peaceful on the SCCV Horizon. Officer IRU-Malachite suggested as well that an Incident Report like this be made due to Mr. Traumer's substance abuse behavior. As Captain this is way over the kind of behavior I would personally tolerate and why I had issued a warrant for his arrest to begin with. In addition to punitive affairs, if this Incident Report is actioned, Malachite and I would recommend counseling sessions for substance abuse, especially if this turns out to be a chronic issue (which, as indicated in his medical records, is a chronic issue). Submitted Evidence: I needed to enter residential before sufficient evidence could be compiled. On duty security staff might be able to provide more, or at least provide credible testimony. Would you like to be personally interviewed? [ X ] - Yes [ ] - No Did you report it to a Head of Staff or a superior? If so, who? If not, why? - N/A: I was the residing Captain on-shift and the only head of staff awake. Actions taken - I issued a warrant for Mr. Traumer's arrest; however he fled to residential before he could be detained.
  7. So recently I was part of a discussion talking about the status of in-character Incident Reports (IRs) done by CCIA staff, particularly regarding the way they were handled, how they apply, their process of information gathering/interviewing, and the roleplay element they contribute to, if any. I'd like to use this thread as feedback and discussion for potentially overhauling the way some IRs work, rather than shouting into the wind and complaining about problems. Some suggestions from the masses (I don't necessarily support any of these but I just want to throw in what's been talked about so far): Denying IRs that clearly are of little consequence to anyone and seemingly don't deserve HR's time to investigate. Encouraging Discord interviews either through the relay or through Discord messaging. Current stigma is that Discord interviews are a "last resort" and discouraged. Being more transparent in punitive action given to individuals, even if it's only available OOCly. Making CCIA interviews less "boring" and more proactive discussions, possibly by involving multiple people in the same interview.
  8. Stellar Corporate Conglomerate - After Action Report SCCV Horizon Izulikh Humanitarian Mission - 29 June 2466 Class II Clearance - SCC Personnel Only (Not for Public Consumption) Overview The Izilukh Humanitarian Mission (henceforth known as the “Mission”) undertaken by the SCCV Horizon was designed to deliver relief aid to the village of Izilukh in the Northern Zazalai Mountains of Moghes. The mission was authorized on 25 June 2466, following reports of severe shortages of food, water, and medical supplies, aimed to alleviate the suffering caused by the Contact War and the ensuing Wasteland conditions and open the area for future developments and revitalization. Partway through the Mission, however, the Horizon crew was betrayed by the very people they were supposed to be aiding - the retinue and soldiers under Lord Izaku of Mudki - and had to abandon valuable equipment and evacuate. Some crew were tragically killed or lost in the process. Objectives Land in Izilukh via shuttle SCCV Apollo. Deliver 20 tons of food supplies. Provide medical aid and establish a temporary clinic. Conduct infrastructure maintenance and repairs. Survey and analyze the local environment. Distribute food aid to the local population. Notes Nralakk Federation personnel have set up a field outpost prior to the Horizon crew’s arrival and were planning to coordinate activities alongside. The field outpost was approx. 140 meters east of SCCV Apollo. No radio contact was made from SCCV Horizon to this outpost beforehand while SCCV Apollo was in transit. Frequent sandstorms approx. 30 minutes after touchdown of SCCV Apollo made travel difficult but were ultimately minor. The weather cleared afterward. The village was walled on three sides and against a mountain on the western end. Abandoned buildings were present outside the walls. The village was governed by Hegemony noble Lord Juyzi Izaku, Lord of Mudki. Locals noted bandits and a figure named “The Old One” that attacked people in the south of the village. The village aquifer was contaminated with a toxin that the research team believed to be small amounts of phoron, presumably from traces of Vaurca blood also found inside the aquifer. Locals and Horizon crew that attempted to drink the water fell ill. The Vaurca blood presence in the well was never further investigated before the flashpoint. Leadership Captain - Helena Artigas Executive Officer - Alsina Tau’ha’nor Chief Engineer - Felix Fleeter Chief Medical Officer - Seoyeon Park Head of Security - Cornelius Huizhong Operations Manager - Casey Wildkins Research Director - Sasha Kaiser Security, Blue Leader - Suvek Tokash Security, Red Leader - Keeh Rasi Timeline Times are approximate and indicated in Moghes Central Wasteland Time (CWT). 0940: SCCV Apollo arrives from SCCV Horizon in a clearing outside the village. 1005: Crew briefed by local soldiers. Minor altercation; guns are drawn. 1022: Crew begins to leave 1028-1031: First sandstorm. 1035: Paramedic informs of dead Federation personnel in the Federation outpost. 1040-1045: Second sandstorm. 1100: Crew arrives in the village after several members were standing by outside the gate, awaiting entry. Departments set up their respective areas. 1121: Negotiations are complicated by the entry of Horizon personnel into the Federation outpost without Lord Izaku’s permission. 1130: Locals and some Horizon crew receive medical care after falling ill from contaminated water. 1135: Skrell crewmembers discover a Federation official is still alive. Rescue attempts are made. 1155 (Flashpoint): Diplomacy breaks down. Lord Izaku orders his soldiers to attack the Horizon crew. 1155-1215: Gunfights commence inside the town. Many personnel are injured; several hostiles are killed by Horizon security. 1210: Research team finds Federation survivors captured in a suspected Pre-Contact War underground bunker. Following negotiations, they were released to the Horizon crew. 1215: SCCV Horizon in orbit picks up an armed convoy en route to the village. 1225: Evacuation order is given to Horizon crew. Mining personnel clear a tunnel for the crew to go through. 1235-1240: SCCV Apollo launches with most crew. Some leave the shuttle before takeoff and are abandoned on the surface; see MIA and KIA personnel. Description of Events Throughout the duration of the Mission to the village, the Horizon crew encountered consistently belligerent and unfriendly behavior from the guards and soldiers assigned to them by Lord Izaku. Despite this, the crew remained to set up aid facilities such as a clinic for medical care and a canteen for food distribution, both of which were used by the local villagers, albeit lightly. Shortly after touching down, Horizon crew discovered the Federation outpost and its inhabitants to be dead; violently killed in some capacity. This was initially blamed on bandits; however Horizon crew began to suspect the guards after attempting to press for more information. Horizon leadership had been negotiating with ground forces for a long time, especially in regards to requesting intelligence for troubling matters such as the Outpost, as well as the medical staff's discovery of dead bodies of villagers inside the clinic. At the flashpoint (see Timeline above), Lord Izaku's soldiers betray the Horizon and attack personnel, presumably under the order of Izaku himself. Soldiers are declared hostile (mistakenly identified as "Hegemony" soldiers) and they attack the village, after which gunfire is exchanged inside the village walls between the hostile soldiers and Horizon security. Several hostiles are killed (see below) before hostiles receive a reinforcement via armed convoy. The convoy is picked up by the SCCV Horizon in orbit and, following an exchange of orders, an evacuation order is given to leave the village and the planet before the reinforcements arrive. The operations team excavates a path through the mountain for Horizon crew to exit the village through and enter the SCCV Apollo. A trail is marked by flares and personnel are escorted out by security, with medical personnel being among the last to leave due to having patients in tow. The SCCV Apollo takes off approx. 11 minutes after evacuation, leaving 4 crewmembers behind. Prior to the evacuation, Horizon crew rescued one Federation worker from the outpost, Qixqil Xuqzix, who was successfully extracted and returned to the Horizon. Casualties 3 SCCV Horizon crew killed, 1 missing, 15+ wounded Clarity Beck, Security Officer (PMCG), deceased Chandler Kovacevic, Scientist (Nanotrasen), deceased Zofia Warzyszczak, Machinist (Hephaestus) , deceased Eris Wyvis, Xenoarchaeologist (Zeng-Hu), missing in action 4+ Izaku soldiers KIA 7+ Nralakk Federation aid personnel KIA 12+ local villagers found dead, unknown cause Hegemony intelligence confirmed visuals on the bodies of Kovacevic, Warzyszczak, and Beck onsite at the cave the Horizon crew used to evacuate from the village. A body was never found for Wyvis; presumed missing. Damage Assessment Near 90% loss of delivered supplies. Significant damage to village infrastructure. Approx. 31.5 million BSC in lost investments. Catastrophic failure of humanitarian mission. Personnel Investigation Central Command Internal Affairs: CCIA found no egregious issues with the handling and decision-making of the leadership personnel present at the time, at least with the intelligence they were provided. The betrayal by local forces was unprecedented and CCIA commends the Horizon crew for responding accordingly. We believe that the decision to press and investigate the Nralakk Federation outpost was the breaking point that led to casualties. While this situation could have had a better outcome, CCIA stands with the decision to press on investigating the reasons behind the outpost’s fate. Investigations for the evacuation found that communication during the latter stages and before the SCCV Apollo's takeoff could have been better. All SCC employee losses occurred during the chaotic evacuation. No losses were observed during the attack on the village or other flashpoints during the mission. Clarity Beck and Chandler Kovacevic were killed fighting the hostiles during the evacuation. Eris Wyvis vanished inside the evacuation tunnel. Radio contact was lost and no body was found. Zofia Warzyszczak was lost and later found dead after leaving the SCCV Apollo as it was about to take off. Liaison Recommendations Liaisons and representatives from the main SCC corporations most involved in the Mission have put forward recommendations to minimize the likelihood of similar incidents occurring again over the course of the humanitarian aid program to Moghes. SCC Central Command Reps. Cyrine Utsubeyoshi & Rowan Atagrande, SCC Tau Ceti More comprehensive intelligence analyses of away sites for SCCV Horizon. More thorough evaluation of assigned foreign security personnel groundside. Hephaestus Industries Reps. Zsuka Tsa’kalar & Jovin Sinclair, Hephaestus Skalamar Overall humanitarian program remains unchanged. Details must be revised. Reevaluation of the Moghes humanitarian mission strategies and planning. More thorough assessment of local leadership and loyalty to Hegemony / friendliness with SCC. Advance teams by Hephaestus-aligned Unathi guild members to scout prospective areas. Comprehensive reevaluation of sites selected for humanitarian programs. Zeng-Hu Pharmaceuticals Rep. Wrukshel Jruzhrl, Zeng-Hu Nralakk Division SCC must establish more advance contact with Nralakk Division personnel sent as forward teams in away sites. Enhanced security and communication for personnel. Conclusion The Izilukh Humanitarian Mission resulted in a tragic loss of life and complete failure to deliver much-needed aid to Izilukh, the Village instead being severely damaged during the fight between Horizon personnel and Izaku's soldiers. Affiliated groups must address identified shortcomings to prevent future incidents and ensure the safety of the Horizon's personnel and the success of its missions. Thorough assessment of local leadership is necessary to gauge loyalty and relationships with SCC personnel. Immediate review and implementation of recommendations are imperative to restore operational integrity and trust in humanitarian efforts from both the international community and from stakeholders. ===
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